using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Project
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class GameEngine : Microsoft.Xna.Framework.Game, Engine
    {
        GraphicsDeviceManager graphics;

        EngineState currentState;

        public GameEngine()
        {
            graphics = new GraphicsDeviceManager(this);
            // TODO toggle fullscreen
            // graphics.ToggleFullScreen();
        }

        // <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            setState(new MainMenu());
            IsMouseVisible = true;
            base.Initialize();
            base.Window.AllowUserResizing = true;
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            base.UnloadContent();
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (this.IsActive)
            {
                // Allows the game to exit
                if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                    this.Exit();
                currentState.update(gameTime);
                base.Update(gameTime);
            }
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            currentState.draw(gameTime);
            base.Draw(gameTime);
        }

        public void exit()
        {
            base.Exit();
        }

        public void setState(EngineState state)
        {
            if (currentState != null)
            {
                currentState.destroy();
            }
            currentState = state;
            Content.Dispose();
            Content = new ContentManager(this.Services);
            Content.RootDirectory = "Content";
            state.initialize(this, Content, graphics);
            state.loadContent();
        }

        public void setMouseVisible(Boolean arg)
        {
            IsMouseVisible = arg;
        }
    }
}
